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Yes, I think S42 is done about right (since they fixed the early glitches). Needs lots of people, timing and coordination, can't be zerged, and takes a good chunk of time. It drops a lot of good loot, as well, to reward those who put in the effort. It can be run more that once a day, unlike the early Beast, so people in different time zones have the opportunity to do it each day. It is good to have one big raid of this sort in the game.
I am Dagget
My list:
- AC always go to West first. It should either be random, spawn in the middle or warp all players to a huge alien mothership.
- Stun procs from crats kill the only hard part of killing AC. It prevents AC from spawning seekers. I'm not a big fan of seekers, I would even suggest to remove them, but it makes AC the easiest end game boss to kill.
blah
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Almost every day, every week. Killing AC takes about 30s. No seekers pop.
What you said does happen sometimes when you have 1 or 2 crats. But most of the time, with 2+ crats AC is chainstunned. Same for Beast but at least he has some other tricks than spawning adds.
blah
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Interesting leap there. I said nothing about nerfing anybody.
If you -make- an encounter that offers a significant challenge where it doesn't take lol30seconds to drop the AC in the face of THAT many people, then you're cutting out access to the content for anything other than a PACKED zergbot raid, which would be far worse than just ditching the bot, rallying your org and some friends.
With proper team work and communication S42 can be taken with less than a full raid interface with no more than two teams on West. Then it actually poses a challenge AND then it is inadvisable to use stun procs.
You could argue any encounter is too easy if you lolzerg it with enough people that the end boss dies within a stun proc or two.
Last edited by Hacre; Apr 19th, 2009 at 17:14:53.
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crattey: The Balance Discussion forum. Where common sense goes to die.
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Genius at work.
[Social] Martyred: everyones health should be at 0, i will adjust this on an individual basis now.Rambazamba: macrosun doesn't exploit, he's like neo in matrix. he bends the code at his will.
I'm not really a CoT, I only play one on TV.
Do stun procs reduce the max HP of the boss? No.
The only reason the boss would take "longer" without Stun Procs, is if people have to switch off to kill seekers. If you're there with a force large enough to drop the AC in one or two stun proc durations anyway, seekers are still of little consequence.
So my original point still stands. Stop pretending like it doesn't.
FC can't be expected to take into account that one of the dimensions will throw a ridiculous number of people at an encounter, via a zerg bot, to beat it and thus adjust it accordingly. S42 is nicely balanced for a large org or an org coop to take down.
Bitching about S42 because of how easy it is to take down when you toss a lolzerg at it is as fallacious as complaining about how easy it is to drop Spetses if you hit it with 12 people. Rimor popping a new bot to deal with every piece of new content that comes along isn't a reason to bitch and whine at FC because of how easy somethings are, it's more of a reason to lol at Rimor for how it practices its encounters.
In other words, zergrush less, cooperate more.
Last edited by Hacre; Apr 19th, 2009 at 21:36:12.
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Bigger the raid force, harder it's to deal with seekers. That's one part of the anti-zerg mechanic this PF has.
No seekers -> anti zerg mechanic didn't work -> something is wrong.
If it's not clear to you, don't bother replying. You won.
blah
Well given that the AC doesn't pop a number of seekers compared to the number of raiders, I'm genuinely curious about this comment.
Unless you're referring to the fact that seekers tend to pop on % HP, so more people == more Seekers to deal with at once because AC HP drops so quickly.
But with a smart raid leader, that's not hard to get around if you get the force to save specials for when seekers pop, then call/gank them. Especially if you have a Crat/Fixer there that can aoe snare them.
It still amounts to the fact that if you try the instance sans lolzerg, you'd find it to be a better challenge and that FC can't be expected to account for the fact that one server out of three likes to toss 100 or more people at a new encounter "just to be sure".
FC cannot and should not be expected to design encounters around the population of 3rd party bots. Because if they did this, no encounter, new or old, would be able to be taken by an org or an org coop. Which would be bad, believe it or not. (I know it's hard for that last point to sink in for most Rimorians).
It's not about "winning" as per your reply, it's about wondering why FC should adjust their designs just because one of the servers deems it necessary to throw every active member, regardless of side, currently logged on, into beating an encounter.
You may as well hit Mercs with 100+ people in that case, then complain about how Ian Warr needs some beefing up. Or Biodome. Or Hags. Or Nasc Hecks ffs.
Last edited by Hacre; Apr 19th, 2009 at 21:51:17.
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Last edited by Marduk; Apr 21st, 2009 at 11:49:17.
Member of Spartans
Hacre/Solitus/Keeper/220/29/70 - Ninpopotamus/Solitus/NT/220/30/70 - Charmming/Opifex/Crat/220/30/70
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